Merge branch 'dev' into yann

This commit is contained in:
Yann Dupont 01 2022-04-02 09:14:11 -04:00
commit f1d104d7cd
37 changed files with 3991 additions and 307 deletions

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43
Assets/Scripts/Arena.cs Normal file
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#nullable enable
using System.Collections;
using UnityEngine;
public class Arena : MonoBehaviour {
//TODO probably add initial direction too
[SerializeField] Vector3[] spawners = null!;
[SerializeField] ArenaStats stats = null!;
[SerializeField] GameObject monsterPrefab = null!;
SafeZone safeZone = null!;
void Awake() => safeZone = GetComponentInChildren<SafeZone>();
void Start() => StartCoroutine(SpawnEnemies());
void SpawnEnemy(int spawnerIndex) {
var monster = Instantiate(monsterPrefab, spawners[spawnerIndex], Quaternion.identity).GetComponent<Monster>();
//TODO Replace hardcoded target with entity discovery
monster.SetTarget(FindObjectOfType<PlayerMovement>().transform);
}
IEnumerator SpawnEnemies() {
yield return new WaitForSeconds(stats.secondsBetweenSpawners);
int currentSpawner = 0;
//TODO Stop when pause/end game
while (true) {
SpawnEnemy(currentSpawner);
currentSpawner = Random.Range(0, spawners.Length);
yield return new WaitForSeconds(stats.secondsBetweenSpawners);
}
}
#if UNITY_EDITOR
void OnDrawGizmosSelected() {
Gizmos.color = Color.blue;
foreach (Vector3 spawner in spawners)
Gizmos.DrawWireCube(spawner, Vector3.one);
}
#endif
}

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using UnityEngine;
[CreateAssetMenu]
public class ArenaStats : ScriptableObject {
[Min(0f)] public float secondsBetweenSpawners = 3f;
}

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@ -2,9 +2,10 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class Entity : MonoBehaviour
{
[SerializeField]private float health;
[field: SerializeField]protected float Health { get; private set; }
[SerializeField]private float movementSpeed;
[SerializeField]private float rotSpeed;
[SerializeField]private float fov;
@ -16,6 +17,9 @@ public class Entity : MonoBehaviour
private new string name;
private Collider atkCollider;
private Vector3 direction;
Rigidbody2D rb;
void Awake() => rb = GetComponent<Rigidbody2D>();
protected virtual void Start() {
direction = new Vector3(1,0,0);
@ -23,6 +27,7 @@ public class Entity : MonoBehaviour
}
protected virtual void Attack(){
// jason: TODO Either have target be Entity instead of transform, or skip Attack when GetComponent<Entity>() is null
Entity targetEntity = target.GetComponent<Entity>();
bool isTargetAlive = targetEntity.TakeDamage(attackDmg);
}
@ -35,7 +40,7 @@ public class Entity : MonoBehaviour
direction = Vector3.RotateTowards(direction, (target.position - transform.position), rotSpeed*deltaTime, 0.0f);
if(!IsInAttackRange()){
transform.Translate(direction * movementSpeed* deltaTime);
rb.MovePosition(transform.position + direction * movementSpeed * deltaTime);
}
}
@ -49,9 +54,9 @@ public class Entity : MonoBehaviour
}
//Apply damage to the entity, returns true if it is still alive
public bool TakeDamage(float amount){
health -= amount;
if(health <= 0){
public virtual bool TakeDamage(float amount){
Health -= amount;
if(Health <= 0){
return false;
}
return true;

View File

@ -11,10 +11,11 @@ public class Monster : Entity
base.SetName("Monster");
}
void FixedUpdate() => MoveToTarget(Time.fixedDeltaTime);
// Update is called once per frame
void Update()
{
MoveToTarget(Time.deltaTime);
if(IsInAttackRange()){
if(attackTimer >= attackCooldown){
Attack();

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@ -1,18 +1,197 @@
using System.Collections;
using System.Collections.Generic;
#nullable enable
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
[RequireComponent(typeof(PlayerInput), typeof(Rigidbody2D))]
public class PlayerMovement : MonoBehaviour {
[SerializeField] PlayerStats stats = null!;
Rigidbody2D rb = null!;
Vector2 moveDirection;
BaseState currentState = new ImmobileMovementState();
SafeZone? safeZone;
bool lastJumpButton;
void Awake() => rb = GetComponent<Rigidbody2D>();
void Start() => currentState.EnterState(this);
void Update() {
if (currentState.UpdateState(this) is {} newState)
SwitchState(newState);
}
// Update is called once per frame
void Update()
{
void FixedUpdate() {
if (currentState.FixedUpdateState(this) is {} newState)
SwitchState(newState);
}
void OnDrawGizmos() => currentState.OnDrawGizmos(this);
public void OnMove(InputAction.CallbackContext ctx) {
moveDirection = ctx.ReadValue<Vector2>();
if (moveDirection.sqrMagnitude > 1.0f)
moveDirection.Normalize();
}
public void OnJump(InputAction.CallbackContext ctx) {
//feels pretty redundant ^^'
bool newValue = ctx.ReadValueAsButton();
bool wasJustPressed = !lastJumpButton && newValue;
lastJumpButton = newValue;
if (!wasJustPressed)
return;
if (safeZone == null)
return;
if (safeZone.IsInSafeZone) {
if (moveDirection.magnitude >= safeZone.stats.MinJumpJoystickValue)
SwitchState(new ExitSafeZoneMovementState(safeZone, moveDirection));
} else //TODO if (AngleBetween(moveDirection, toSafeZone) < 90)
SwitchState(new EnterSafeZoneMovementState(safeZone));
}
void SwitchState(BaseState newState) {
currentState.LeaveState(this);
currentState = newState;
newState.EnterState(this);
}
void OnTriggerEnter2D(Collider2D other) {
if (other.GetComponent<SafeZone>() is {} triggeredSafeZone)
safeZone = triggeredSafeZone;
}
//Probably should remove, mostly for ImmobileState's draw gizmos
void OnTriggerStay2D(Collider2D other) {
if (other.GetComponent<SafeZone>() is {} triggeredSafeZone)
safeZone = triggeredSafeZone;
}
void OnTriggerExit2D(Collider2D other) {
if (other.GetComponent<SafeZone>() is {})
safeZone = null;
}
void SetRigidbodyEnabled(bool enabled) {
rb.velocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.isKinematic = !enabled;
}
class BaseState {
public virtual void EnterState(PlayerMovement playerMovement) {}
public virtual void LeaveState(PlayerMovement playerMovement) {}
public virtual BaseState? UpdateState(PlayerMovement playerMovement) => null;
public virtual BaseState? FixedUpdateState(PlayerMovement playerMovement) => null;
public virtual void OnDrawGizmos(PlayerMovement playerMovement) {}
}
class NormalMovementState : BaseState {
public override BaseState? FixedUpdateState(PlayerMovement playerMovement) {
playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.stats.movementSpeed;
return null;
}
}
class JumpingMovementState : BaseState {
readonly float duration;
readonly Vector3 target;
Vector3 startPosition;
float startTime;
public JumpingMovementState(float duration, Vector3 target) {
this.duration = duration;
this.target = target;
}
public override void EnterState(PlayerMovement playerMovement) {
startPosition = playerMovement.transform.position;
startTime = Time.time;
}
public override BaseState? FixedUpdateState(PlayerMovement playerMovement) {
float currentTime = Time.time - startTime;
if (currentTime >= duration)
return Transition();
playerMovement.rb.MovePosition(Vector3.Lerp(
startPosition,
target,
ModifyLerpTime(currentTime / duration)
));
return null;
}
protected virtual BaseState Transition() => new NormalMovementState();
protected virtual float ModifyLerpTime(float t) => t;
}
class EnterSafeZoneMovementState : JumpingMovementState {
readonly SafeZone safeZone;
public EnterSafeZoneMovementState(SafeZone safeZone) : base(safeZone.stats.JumpDuration, safeZone.transform.position) {
this.safeZone = safeZone;
}
public override void EnterState(PlayerMovement playerMovement) {
base.EnterState(playerMovement);
safeZone.EnterSafeZone();
playerMovement.SetRigidbodyEnabled(false);
}
protected override BaseState Transition() => new ImmobileMovementState();
protected override float ModifyLerpTime(float t) => safeZone.stats.JumpSpeedCurve.Evaluate(t);
}
class ExitSafeZoneMovementState : JumpingMovementState {
readonly SafeZone safeZone;
public ExitSafeZoneMovementState(SafeZone safeZone, Vector2 direction) : base(safeZone.stats.JumpDuration, safeZone.GetOutsidePosition(direction)) {
this.safeZone = safeZone;
}
public override void LeaveState(PlayerMovement playerMovement) {
base.EnterState(playerMovement);
safeZone.ExitSafeZone();
playerMovement.SetRigidbodyEnabled(true);
}
protected override float ModifyLerpTime(float t) => safeZone.stats.JumpSpeedCurve.Evaluate(t);
}
class ImmobileMovementState : BaseState {
public override void EnterState(PlayerMovement playerMovement) {
base.EnterState(playerMovement);
if (!playerMovement.rb.isKinematic)
Debug.LogWarning("Rigidbody should probably be kinematic when immobile (when in safe zone).");
}
#if UNITY_EDITOR
public override void OnDrawGizmos(PlayerMovement playerMovement) {
if (playerMovement.safeZone is null)
return;
Vector3 dropPosition = playerMovement.safeZone.GetOutsidePosition(playerMovement.moveDirection);
bool canJump = playerMovement.moveDirection.magnitude >= playerMovement.safeZone.stats.MinJumpJoystickValue;
Gizmos.color = canJump ? Color.green : Color.red;
Gizmos.DrawLine(playerMovement.transform.position, dropPosition);
if (canJump)
Gizmos.DrawSphere(dropPosition, .5f);
else
Gizmos.DrawWireSphere(dropPosition, .5f);
}
#endif
}
}

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using UnityEngine;
[CreateAssetMenu]
public class PlayerStats : ScriptableObject {
public float movementSpeed = 3f;
public float suckSpeed = 1f;
}

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using UnityEngine;
public class SafeZone : MonoBehaviour {
public SafeZoneStats stats;
[SerializeField] CircleCollider2D moatCollider;
public bool IsInSafeZone { get; private set; } = true;
public void EnterSafeZone() {
IsInSafeZone = true;
}
public void ExitSafeZone() {
IsInSafeZone = false;
}
public Vector3 GetOutsidePosition(Vector2 direction) {
return transform.position + (moatCollider.radius + stats.JumpOffset) * (Vector3)direction;
}
}

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using UnityEngine;
[CreateAssetMenu]
public class SafeZoneStats : ScriptableObject {
[field: SerializeField] [field: Min(0f)]
public float JumpDuration { get; private set; } = 1.2f;
[field: SerializeField] [field: Range(0f, 1f)]
public float MinJumpJoystickValue { get; private set; } = 0.5f;
[field: SerializeField] [field: Min(0f)]
public float JumpOffset { get; private set; } = 1f;
[field: SerializeField]
public AnimationCurve JumpSpeedCurve { get; private set; }
}

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//TODO Replace with Damageable?
using UnityEngine;
public class VampireEntity : Entity {
[SerializeField] HealthBar healthBar;
float initialHealth;
protected override void Start() {
base.Start();
SetName("Vampire");
initialHealth = Health;
}
public override bool TakeDamage(float amount) {
bool stillAlive = base.TakeDamage(amount);
healthBar.SetHealthFraction(Health / initialHealth);
return stillAlive;
}
}

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